[USF/UKF] [All] - Serious double weapon upgrade blobs.

Comments

Im sorry, but that scenario is not very likely to happen. Chances are you start firing with the FHT, your opponent just ignores the flames and shoots your FHT to smithereens. Bazookas has a higher range than the FHT. I fail to see how the Halftrack that can take 3 hit before blowing up is supposed to counter a blob like this.

If you defend a place with 1 FHT and an AT gun, all the enemy is going to need is an AT gun himself and your impenetrable defence barrier suffers spontaneous existence failure.

@Hingie said:
Im sorry, but that scenario is not very likely to happen. Chances are you start firing with the FHT, your opponent just ignores the flames and shoots your FHT to smithereens. Bazookas has a higher range than the FHT. I fail to see how the Halftrack that can take 3 hit before blowing up is supposed to counter a blob like this.

If you defend a place with 1 FHT and an AT gun, all the enemy is going to need is an AT gun himself and your impenetrable defence barrier suffers spontaneous existence failure.

im fairly confident it takes more than 3 bazooka hits given they dont deal the same damage as AT guns. its more like 4 or so.

and i dont defend areas with one AT gun and a FHT. i defend places with mortars and MGs too. the flamehalftrack just deal a lot more damage in a bigger area than the soviet halftrack so it compliments my defenses better. i dont need more suppression, i have MGs for that or bunkers.

and it is not an unlikely scenario that you swoop in after they have fired their bazookas, fire on them for a second and reverse gear back. yea you might get hit by a bazooka, but you are rarely going to die from it as no one uses 3 stacks of bazooka infantry and even if they did, its still all about timing and scouting ahead.

you dont die from getting hit by the first salvo of bazooka shots, so you are free to back off after the first flames hit. just reverse gear in to your pioneers embracing arms for a field repair.

a well placed flame halftrack can destroy ones mid game completely if done properly. you obviously scout ahead first with either grens or something else. you dont run in with this thing alone.

The FHT has 320 HP. Means the 4th hit destroys it. Dude, how about checking some stats? M;eaning the enemy doesnt need 4 stacks of bazooka infantry... they need 4 Bazookas spread across a blob. Thats not that uncommon.

Supression helps vs. blobs alot better. Flames do more damage, but that is not enough to stop a true blob. Especially as the weapons the blob will have to counter armour have a HIGHER range than the vehicle you want to counter them with. Yeah, sure, driving in to shoot at the blob once then backpeddaling will work, but requires an ungodly amount of timing and micro. If one detail goes awry, your FHT is toast. Bazookas fire every 5.75 seconds. The margin of error between the Bazooka being fired, the FHT approaching, halting, accelerating in reverse and leaving the Bazooka range is very slim. That is not something you can do vs skilled opponents. Not to mention it all falls apart as soon as your enemy has so much as a Clown Car or even M20 around, because the FHT does nothing to them.

Your scenario is no practicable against any kind of non-braindead opponent. Short bursts of flames wont do much damage and youll have to retreat immediately or get blown up. Id rather have safe, long range supression that grinds a blobs advance to a halt than playing peek-a-boo with a FHT, always praying that I timed everything correctly and pathing wont fail me. Because one error and your mighty FHT goes poof

@Hingie said:
The FHT has 320 HP. Means the 4th hit destroys it. Dude, how about checking some stats? M;eaning the enemy doesnt need 4 stacks of bazooka infantry... they need 4 Bazookas spread across a blob. Thats not that uncommon.

Supression helps vs. blobs alot better. Flames do more damage, but that is not enough to stop a true blob. Especially as the weapons the blob will have to counter armour have a HIGHER range than the vehicle you want to counter them with. Yeah, sure, driving in to shoot at the blob once then backpeddaling will work, but requires an ungodly amount of timing and micro. If one detail goes awry, your FHT is toast. Bazookas fire every 5.75 seconds. The margin of error between the Bazooka being fired, the FHT approaching, halting, accelerating in reverse and leaving the Bazooka range is very slim. That is not something you can do vs skilled opponents. Not to mention it all falls apart as soon as your enemy has so much as a Clown Car or even M20 around, because the FHT does nothing to them.

Your scenario is no practicable against any kind of non-braindead opponent. Short bursts of flames wont do much damage and youll have to retreat immediately or get blown up. Id rather have safe, long range supression that grinds a blobs advance to a halt than playing peek-a-boo with a FHT, always praying that I timed everything correctly and pathing wont fail me. Because one error and your mighty FHT goes poof

me checking stats? i did. thats why i said it was 4 hits or so rather than 3. because i did check its hp. as long as some of their bazookas have been fired off before i reach, my unit does not die. thats all i need. you work this unit as an ambusher, or rather, you can if you dont use it defensively. and lets not forget that it excels against emplacements too and can fire through walls if you use attack ground, to get to that bofos hiding.

yea it requires timing, but it works for me. in fact it works very very well for me. it cost 200 manpower and 30 fuel + 90 munitions. its not really the worst even if you fail.

eventually the enemy gets my flame halftrack, and thats fair, but by the time it gets killed its usually served its purpose with plenty kills on the bar.

and lets not forget that all the enemy has to do if you use the suppression halftrack is spread rather than blob. then you wont be suppressing a whole lot.

and lets not forget how fast this thing can come out. its pretty limited how much AT one has at this time of time of the game. you basically speaking force your enemy adapt to an early game AI vehicle so you can basically set the pace.

@Beardedragon said:
if you time your attack properly you wont get hit by the bazookas, and in most cases, even getting hit by the bazookas wont necessarily kill you.
furthermore you can close off gaps and cut off their way with flames.
i dont know why people dislike the flame halftrack,...

Again FHT has a range of 30, bazooka of 35 FHT is out-ranged by bazookas by 5.

No one made a claim that FHT is bad but it only works in the start of the game when there are little AT weapons, very few people will replace their FHT once they lose it.

A quad can hard counter blob even in late game because it out-ranges hand held AT weapon by 10 and suppress.

Although FHT is fine unit it does not hard-counter infantry blobs as you original claimed unless those infantry do not have AT weapons/snares.

If one has HMGs and manages to suppress the FHT is not that important because the blob will retreat before the FHT can do much damage and other units like mortars can deal with suppressed infantry...

@Beardedragon said:
if you time your attack properly you wont get hit by the bazookas, and in most cases, even getting hit by the bazookas wont necessarily kill you.
furthermore you can close off gaps and cut off their way with flames.
i dont know why people dislike the flame halftrack,...

Again FHT has a range of 30, bazooka of 35 FHT is out-ranged by bazookas by 5.

No one made a claim that FHT is bad but it only works in the start of the game when there are little AT weapons, very few people will replace their FHT once they lose it.

A quad can hard counter blob even in late game because it out-ranges hand held AT weapon by 10 and suppress.

Although FHT is fine unit it does not hard-counter infantry blobs as you claim unless those infantry do not have AT weapons/snares.

oh yes this is true. i also dont rebuy the FHT after it dies. yea it works in the early game due to limited AT, but thats why im saying, it works really well at that because few things can actually butcher this unit fast during that pace, so it works very well.

i dont know if it hard counters anything but it does put the hurt on the enemy when used properly.

i also wouldnt say the soviet quad hard counters infantry either as it cant really hit all of them when they spread out anyway.

in the early game i only really need the damage from the flames anyway, i dont really need suppression.

The ability to equip two M1919 LMG’s on a squad was resulting in over performing long range DPS for a squad as durable as Riflemen or as cheap as Rear Echelon.

Can no longer be double equipped via weapon racks.

oooh. yea im looking through this balance thing right now. when was this released? because i swear a few days ago i started playing CoH2 again after like 2 months off and i saw the exact same balance posts by relic as there was when i left.

i have never seen this balance post before. some of it looks interesting, others.. well. i dont like all of it.